I remember pointing this out once before, but I think its just incorrectly labelled, because I remember the tartarite sword doing something different. Not sure what though, its been a while.
Tartarite should be a more potent version of that effect, probably incorrect labeling on my part.
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Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
What are ender metals supposed to do? It barely had information on the wiki. All it said that it is a powerful metal. When i used it, it didn't gave any effects when i used a Desichakos sword. All it had was a weird label that keep changing all the time. Can you put some info on ender metals? I see no problems wth other modules though.
BTW, the nether metals sure made me go to the nether.
What are ender metals supposed to do? It barely had information on the wiki. All it said that it is a powerful metal. When i used it, it didn't gave any effects when i used a Desichakos sword. All it had was a weird label that keep changing all the time. Can you put some info on ender metals? I see no problems wth other modules though. BTW, the nether metals sure made me go to the nether.
The effect on on the ender sword is technically a teleporting effect, but due to the way it's been coded, it just looks like knockback. It was just something I added at the last minute for fun.
The effect on on the ender sword is technically a teleporting effect, but due to the way it's been coded, it just looks like knockback. It was just something I added at the last minute for fun.
Is the reason why nothing happened is because I used it on the wither?
Hello!, i would like to report an issue that is annoying me so much. You can make coins by placing cobblestone inside a Mint Storage!, my users are exploiting this issue to make lots of coins!, i hope you can fix it!, thanks!.
I updated this old spreadsheet to reflect the stats present in the worksheet in the OP. The format is meant to be easier to read for people playing the game who may not know tons about the mod or Minecraft in general.
A Modest Proposal On the generation of Fantasy and Elemental Ores
by Archdeco
It's long been a complaint of mine that this mod can inundate the player with ores. I propose testing an alternate ore generation pattern, as a config option or as the default for one of the modules, namely Fantasy Ores.
I propose that fantasy ores not use the vanilla-ish generation algorithm they're using now. Instead, they spawn in massive veins (or areas of extremely high density) in massive quantities. These veins would not be per-chunk, but generate in a manner similar to the way slime chunks are determined. Slimes will only ever spawn in a given chunk if a RNG between 0 and 9 rolls a 0 when the chunk is first generated. In this way, ore veins can be made much rarer without sacrificing overall yield. In addition, all fantasy ore veins could be roughly the same size when generated, but simply rarer for the stronger ores.
Some perspective: 35 ingots is enough to make all tools and armor. Promethium spawns 30 ores per chunk, so for every seven chunks there would be roughly six veins. Atlarus spawns 3 per chunk, so it would have a vein every 10-11 chunks, slightly less common then a slime chunk. Therefore, larger veins, or having more than one of such vein of that size per instance, would be best.
Redistributing ores in this way would drastically distinguish it from other ores, requiring more work for more payoff. It would require exploration, and perhaps specialized equipment for locating it. It would unclutter caves immensely. And the way I outlined isn't the only way this principle could be applied. Veins could be bigger, or be not veins at all but simply chunks with super-high density for an ore. It could be something applied to just fantasy ores, or several sets, or none at all, simply an option in the config.
Now let's talk elemental ores. I know they're not out yet, but hear me out; PVP with factions is coming to vanilla Minecraft very soon, and there will need to be a "goal" to work towards. This is my idea:
Say there was a locator item like the Eye of Ender or compass, crafted from rare materials (Platinum, Desichalkos and Tartarite together, if you wanted to be extra mean). The locator leads to the nearest "elemental" chunk, which is kept something on the order of 5 square km from the next one. Use the locator item on the chunk itself, and said item is consumed and every ore within that chunk becomes a single type of elemental ore. Even discounting fantasy ores, this would be over 500 ore. The catch would be that said ore decays into smoothstone very quickly; the task at hand would be for a team of people to quickly strip-mine out the chunk. Then, a special item is crafted from using high amounts of that ore (for example, one block, two bricks, two ingots, two ores and two dusts, equaling 23 metal) which, when used, prevents that type of metal from ever spawning again on that map, sending out a global server message as it does so.
This sort of mechanic would give successful teams a true reward for their cooperation and preparation, and give enemy factions a true incentive to pillage you and rob you blind. The logical conclusion would be eventually gathering the seven elemental items that sealed off their respective spawning, but I don't have a good answer for what crafting them together would yield or how they might otherwise be used.
I know none of this would be easy to code and may go against what you have envisioned for the mod in the future, but I believe that this could make the mod something really great.
I propose that fantasy ores not use the vanilla-ish generation algorithm they're using now. Instead, they spawn in massive veins (or areas of extremely high density) in massive quantities. These veins would not be per-chunk, but generate in a manner similar to the way slime chunks are determined. Slimes will only ever spawn in a given chunk if a RNG between 0 and 9 rolls a 0 when the chunk is first generated. In this way, ore veins can be made much rarer without sacrificing overall yield. In addition, all fantasy ore veins could be roughly the same size when generated, but simply rarer for the stronger ores.
I dislike large veins of a single ore because of my style of mining. I like to explore caves and strip the walls completely clean as I do so. When I hit a large vein of a single ore - even just an above average sized vanilla coal vein, I take the time to dig it completely out, but doing so makes the overall exploration experience more boring. It's the cave exploration that is exciting, not the digging out of the actual ore that I've found. I am usually motivated to find and extract ore, but with your system I would A) be frusterated that I can't find something in particular I'm looking for and bored as I pick out large vein after large vein before I can move on to explore more caves each time.
A Modest Proposal On the generation of Fantasy and Elemental Ores
by Archdeco
[snip]
I know none of this would be easy to code and may go against what you have envisioned for the mod in the future, but I believe that this could make the mod something really great.
Honestly most of what you proposed would not be to difficult to code, and I already have the ability for veins to only spawn in random chunks set up in Metallurgy 3 as a config setting. The one argument I have against ores spawning in rare but large amounts it that it's hard to balance, but if shadow could make it work I think it would be nice.
Your proposal for elemental ores I also like, it's something much different than anything that's been done so far. But coming up with a use for them is difficult. If they are going to only spawn once per map you wont want to make them into tools that will wear out and break. Making the tools unbreakable would be op, no matter how rare they were. Hmm, I'll have to try and think of something.
There are plenty of ways to balance unbreakable weapons/armor. The IC method requires they have a charge, EE has them consume fuel, etc. You could have them spend EXP to have their full effect, which would give the abstractor added necessity.
Also note, they wouldn't necessary spawn once per map in my outline. Only if the first team to dig up a particular ore chooses to seal it off. And the end goal of gathering the seven sealing items in one place could have a "reset" tacked on, unsealing everything.
For rarer ores, a diving rod of sorts might be in order, but I was suggesting it be only for one module, or an option in the config, to allow for some diversity. In my game I make the precious metals low depth only; having everything spawn the same way is the most boring thing of all, especially when there's fifty ores.
For rarer ores, a diving rod of sorts might be in order, but I was suggesting it be only for one module, or an option in the config, to allow for some diversity. In my game I make the precious metals low depth only; having everything spawn the same way is the most boring thing of all, especially when there's fifty ores.
I have to agree. One of the goals of metallurgy is to promote exploration rather than just plain branch mining, having ores spawn in different ways helps this goal. I'm currently playing on a server that set fantasy ore spawns mostly above y64 so I'm running around looking for mountains caves, and it's quite fun.
Is this a bug or what but the enderdragon is destroying or "eating" all the ender ores. I know that the enderdragon will destroy all other things as well except endstone, obsidian and bedrock but don't you think it is weird with the enderdragon destroying all the ender ores?
Is this a bug or what but the enderdragon is destroying or "eating" all the ender ores. I know that the enderdragon will destroy all other things as well except endstone, obsidian and bedrock but don't you think it is weird with the enderdragon destroying all the ender ores?
There was no way to do this until recently without base edits, we may change this for Metallurgy 3.
Note: If you really do plan on doing something PVP-oriented for a module, then it would have several implications. For one, armor and swords in this mod are balanced against vanilla mobs, not other players. And there are abilities one could apply that would only make sense in a PVP environment. Off the top of my head, a helmet that can see other players and pinpoint their location from anywhere on the map, for instance.
There was no way to do this until recently without base edits, we may change this for Metallurgy 3.
I have some questions about M3. Err... Did you guys will add more metals? And could you make it compatible with millieanere? (I don't remember how to wrote it LOL) using the coins please?
oh man i was just reading the last page of this and i have to say i really really! love! Metallurgy!! and i had never thought about making ores spawn differently but now that ive gathered some ideas i will try this out =D
also i find it that once you obtain nether ores they are kinda op xD in strength and most of all with the smelters i mean i just love the smelters and they use lava for power which isnt really that much of a problem xD i hooked up my pump (buildcraft) to 4 smelters and they get their lava supply straight from the source ;P hehe
also i havent read this anywhere else so it might just be me, when i try to repair damascus steel armor on the anvil it eats my exp but doesnt repair the item when i take it out of the anvil it just gives me the metal and damaged boots back =P
I dislike large veins of a single ore because of my style of mining. I like to explore caves and strip the walls completely clean as I do so. When I hit a large vein of a single ore - even just an above average sized vanilla coal vein, I take the time to dig it completely out, but doing so makes the overall exploration experience more boring. It's the cave exploration that is exciting, not the digging out of the actual ore that I've found. I am usually motivated to find and extract ore, but with your system I would A) be frusterated that I can't find something in particular I'm looking for and bored as I pick out large vein after large vein before I can move on to explore more caves each time.
You've never read A modest proposal, have you? It's
a satire on the British control and domination of Ireland. Th writer suggests using babies as livestock as a means of reducing the population (of Catholics) and creating a stronger economy for poor Ireland.
Archdeco was making a joke, I think. Or not, now that I look at some of his succeeding posts.
What makes you think I was ever being reasonable? I'm sitting here with a pile of guns while wearing a flamethrower, and you thought that, at some point, I was being reasonable?
Hey guys I just downloaded this mod its awesome but there is no iron ore anymore in my server (i can find it in chests but it isnt generated) and the config file says iron enabled = true...
any1 ?
Tartarite should be a more potent version of that effect, probably incorrect labeling on my part.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
BTW, the nether metals sure made me go to the nether.
Actually that was a bad on my part. Yes, it's only incorrectly labeled
The effect on on the ender sword is technically a teleporting effect, but due to the way it's been coded, it just looks like knockback. It was just something I added at the last minute for fun.
Is the reason why nothing happened is because I used it on the wither?
I updated this old spreadsheet to reflect the stats present in the worksheet in the OP. The format is meant to be easier to read for people playing the game who may not know tons about the mod or Minecraft in general.
On the generation of Fantasy and Elemental Ores
by Archdeco
It's long been a complaint of mine that this mod can inundate the player with ores. I propose testing an alternate ore generation pattern, as a config option or as the default for one of the modules, namely Fantasy Ores.
I propose that fantasy ores not use the vanilla-ish generation algorithm they're using now. Instead, they spawn in massive veins (or areas of extremely high density) in massive quantities. These veins would not be per-chunk, but generate in a manner similar to the way slime chunks are determined. Slimes will only ever spawn in a given chunk if a RNG between 0 and 9 rolls a 0 when the chunk is first generated. In this way, ore veins can be made much rarer without sacrificing overall yield. In addition, all fantasy ore veins could be roughly the same size when generated, but simply rarer for the stronger ores.
Some perspective: 35 ingots is enough to make all tools and armor. Promethium spawns 30 ores per chunk, so for every seven chunks there would be roughly six veins. Atlarus spawns 3 per chunk, so it would have a vein every 10-11 chunks, slightly less common then a slime chunk. Therefore, larger veins, or having more than one of such vein of that size per instance, would be best.
Redistributing ores in this way would drastically distinguish it from other ores, requiring more work for more payoff. It would require exploration, and perhaps specialized equipment for locating it. It would unclutter caves immensely. And the way I outlined isn't the only way this principle could be applied. Veins could be bigger, or be not veins at all but simply chunks with super-high density for an ore. It could be something applied to just fantasy ores, or several sets, or none at all, simply an option in the config.
Now let's talk elemental ores. I know they're not out yet, but hear me out; PVP with factions is coming to vanilla Minecraft very soon, and there will need to be a "goal" to work towards. This is my idea:
Say there was a locator item like the Eye of Ender or compass, crafted from rare materials (Platinum, Desichalkos and Tartarite together, if you wanted to be extra mean). The locator leads to the nearest "elemental" chunk, which is kept something on the order of 5 square km from the next one. Use the locator item on the chunk itself, and said item is consumed and every ore within that chunk becomes a single type of elemental ore. Even discounting fantasy ores, this would be over 500 ore. The catch would be that said ore decays into smoothstone very quickly; the task at hand would be for a team of people to quickly strip-mine out the chunk. Then, a special item is crafted from using high amounts of that ore (for example, one block, two bricks, two ingots, two ores and two dusts, equaling 23 metal) which, when used, prevents that type of metal from ever spawning again on that map, sending out a global server message as it does so.
This sort of mechanic would give successful teams a true reward for their cooperation and preparation, and give enemy factions a true incentive to pillage you and rob you blind. The logical conclusion would be eventually gathering the seven elemental items that sealed off their respective spawning, but I don't have a good answer for what crafting them together would yield or how they might otherwise be used.
I know none of this would be easy to code and may go against what you have envisioned for the mod in the future, but I believe that this could make the mod something really great.
I dislike large veins of a single ore because of my style of mining. I like to explore caves and strip the walls completely clean as I do so. When I hit a large vein of a single ore - even just an above average sized vanilla coal vein, I take the time to dig it completely out, but doing so makes the overall exploration experience more boring. It's the cave exploration that is exciting, not the digging out of the actual ore that I've found. I am usually motivated to find and extract ore, but with your system I would A) be frusterated that I can't find something in particular I'm looking for and
http://www.minecraft...technical-mods/
Honestly most of what you proposed would not be to difficult to code, and I already have the ability for veins to only spawn in random chunks set up in Metallurgy 3 as a config setting. The one argument I have against ores spawning in rare but large amounts it that it's hard to balance, but if shadow could make it work I think it would be nice.
Your proposal for elemental ores I also like, it's something much different than anything that's been done so far. But coming up with a use for them is difficult. If they are going to only spawn once per map you wont want to make them into tools that will wear out and break. Making the tools unbreakable would be op, no matter how rare they were. Hmm, I'll have to try and think of something.
Also note, they wouldn't necessary spawn once per map in my outline. Only if the first team to dig up a particular ore chooses to seal it off. And the end goal of gathering the seven sealing items in one place could have a "reset" tacked on, unsealing everything.
For rarer ores, a diving rod of sorts might be in order, but I was suggesting it be only for one module, or an option in the config, to allow for some diversity. In my game I make the precious metals low depth only; having everything spawn the same way is the most boring thing of all, especially when there's fifty ores.
I have to agree. One of the goals of metallurgy is to promote exploration rather than just plain branch mining, having ores spawn in different ways helps this goal. I'm currently playing on a server that set fantasy ore spawns mostly above y64 so I'm running around looking for mountains caves, and it's quite fun.
There was no way to do this until recently without base edits, we may change this for Metallurgy 3.
Yes, there is a config option in the Metallurgy Core config
I have some questions about M3. Err... Did you guys will add more metals? And could you make it compatible with millieanere? (I don't remember how to wrote it LOL) using the coins please?
also i find it that once you obtain nether ores they are kinda op xD in strength and most of all with the smelters
also i havent read this anywhere else so it might just be me, when i try to repair damascus steel armor on the anvil it eats my exp but doesnt repair the item when i take it out of the anvil it just gives me the metal and damaged boots back =P
oh and one more thing
I LOVE METALLURGY!!!! <3
You've never read A modest proposal, have you? It's
any1 ?